Slime-San (Switch): COMPLETED!

Splatformer

To say this was a Super Meat Boy clone would do it a disservice. It’s certainly a game in the single-screen, hyper-difficult nimble platformer genre like Super Meat Boy, and a cursory glance would have you closely compare the two, but Slime-San is so much more.

Take it’s two additional moves, for starters. One lets you do a dash, in any main direction, on the floor or in the air. You can speed under stuff, over stuff, smash through some stuff, or jump a bit higher or further. The other is a morph, which lets you pass through green obstacles and slow down time a little. Together, your little slime can perform some ridiculous tricks. Perhaps the most game changing of these is being able to jump down, round and up blocks hanging from the ceiling.

It starts off simple: avoid anything red (they’re instant death), pass through anything green, and slime on, along or up anything white. Each level, of which there are 100, is a handful of separate screens most of which add new elements to the formula. Green creatures that carry you, or act as trampolines. Platforms that phase in and out depending whether you’re holding down morph or not. A feather which lets you fly – Flappy Bird style – for a short period. Blocks that disappear when you touch them, blocks that move when you stand on them, ghosts that chase you, things that explode, water you can swim in, locked doors, Donkey Kong Country style barrels, warps, a clone of you that copies your moves (and kills you if it catches up) and many many more.

Not only that, but after a certain amount of time on each screen (instantly on some!), red liquid flows in from one side of the level making it even harder. Just in case it wasn’t tricky enough already.

There are puzzles, pixel perfect platforming, and screens that just make you think “Nope. Not possible.” only for you to complete it after several hundred attempts. Oh, and there are bosses too. Insane bosses. Like the evil Uvula who attacks you with a tongue and teeth – sometimes with lasers.

And did I tell you the whole game is set inside the body of a worm, and there’s a whole city of creatures you can meet and talk to in there? Yeah, it’s bonkers. And brilliant. And I feel like the best gamer ever now I’ve completed it.

If you’re a better gamer than me and your hands aren’t ravaged by the passage of time, then you might get even more milage out of Slime-San by collecting the apples in each level (I didn’t get any that weren’t really easy), or completing each level in under par time. I can’t cope with those, but even without that challenge, it’s still an excellent game. And better that Super Meat Boy, which I’ve tried many times and just given up on.

Thimbleweed Park (Switch): COMPLETED!

This is a point and click adventure how you superficially remember point and click adventures used to be. It looks like Monkey Island or Day of the Tentacle, but in fact all the fiddly bits of those games have been quietly trimmed off. Moving from location to location has been streamlined. Items have more obvious uses. It’s more accessible, there’s less backtracking (or at least, less annoying backtracking), and there’s a built in hint system for when you get truly stuck.

What is the same, however, is the humour, the fourth wall breaking gags, the clever puzzles and the characters with bags of, well, character. And so many injokes, with references to old Lucasfilm adventures a-plenty. In fact, the mansion in the game may very well be the actual mansion in Maniac Mansion.

The story starts out as a reasonably simple murder mystery, which your two federal agents have to solve. Only it gets weird. Then some more characters are introduced (initially by way of playing as them in flashbacks), and the PillowTron business and related inventions add more mystery.

Then there’s paranormal complications and eventually, well, a late chapter in the game is called Madness for a reason.

I really enjoyed Thimbleweed Park. A few technical issues – mainly tiny, tiny background pixels being vitally important items – marred it a little. I had to use the HintTron 3000 a few times only to find I was doing the right thing but tapping on the wrong pixel, or using the wrong character. It didn’t affect my enjoyment too much though, and the rest was brilliant.

Subsurface Circular (Switch): COMPLETED!

I didn’t even know this game existed, let alone what it was about, until yesterday. Then someone recommended it on Twitter, mentioned it was by Mike Bithell, and I saw it was less than a fiver on the eShop. Of course I bought it.

Subsurface Circular is a visual novel with light puzzling and investigation, manifesting mainly as conversations between you – a robot detective – and other passengers on the robot-only underground railway. In this world the robots, known as Teks, are sentient. Each has a job or role designation, and it’s up to you to question them in order to try and discover why Teks have been mysteriously disappearing. Or have they?

It’s only a couple of hours long and not exactly taxing, but there’s an interesting story and some humour so it’s worth playing.

Axiom Verge (Switch): COMPLETED!

Glitch in the Metroid

Even without reading too much about Axiom Verge, I knew I was going to like it. “It’s like Super Metroid” was enough. The only confusing thing was how it took me so long to actually buy it.

Actually, I think I did buy it ages ago on Steam or something, but like most Steam games, it sits there unloved. Last week it was on offer on the Switch, so I bought it again, and then completed it.

Those people were right – it is like Super Metroid. Certainly, there are different weapons, and the graphics are all smaller, and of course the plot isn’t the same and you’re not a woman in an exosuit. But it’s so very Super Metroid. Similarly themed areas, traditional locked off bits and powers to access them. Hidden rooms. Power ups. Giant bosses.

The main difference is that it’s so very easy. Every one of the bosses is a total walkover – not least because most of them have areas you can stand and not get hit while still damaging them. That doesn’t actually hurt the game at all though, as the main task is exploring and upgrading. The unlockable powers are a joy (especially once you fully upgrade your drone), and the “glitch” mechanic is original and often clever.

Importantly, it’s great, and I can throughly recommend it. Now to try and 100% it!

Vostok Inc (Switch): COMPLETED!

Money Money Money

You know Cookie Clicker or Cow Clicker or Clicker Heroes or that paperclip clicker? Pointless but somehow addictive, right? And you know that little known twin-stick shooter Geometry Wars? Great, yeah? What about those tamagotchi thingies? Lovely.

Now bung them all into the same game. That’s right, the same game. A single game with all these elements in. There’s no way that can work.

But it does. You develop planets in a solar system in classic clicker style: buildings generate money each second, which you use to buy more buildings. More expensive buildings, and upgrades to buildings, generate more money per second. You keep this up, increasing earnings through ever higher powers of ten.

But while doing this, you have to fly from planet to planet to develop each. And you get shot at on the way and oh look – it’s a twin-stick shooter now. Shooting enemies and asteroids provides more money, although it’s the developing planets that really gets you the big cash.

Use some of your money to upgrade your ship’s weapons and abilities, and then take on the boss before expanding your business empire into the next solar system.

Oh yeah, and while you’re whizzing round the galaxy, why not rescue some executives? They inhabit your ship and – providing you keep them fed and entertained virtual pet style – they’ll give you a money generating bonus. They’ll also give you a minigame each to play should you have some time to kill while waiting for money to build up. They play out on a replica LCD screen, and are simplified variations of Flappy Bird, Galaga, R-Type and even Doom. They’re hardly full of depth, but they’re fun (and hard!) little diversions.

Then, before you know it, 20 hours have passed. Oops.

North (Switch): COMPLETED!

In the Naughty North and the Sexy South

I read a couple of reviews for North, and although they weren’t exactly high scoring, they all said the story was interesting if a little short. Someone referenced Blade Runner. Another mentioned Papers Please. For reasons that became obvious when playing, specifics were missing somewhat from these reviews.

Then I saw it was only £2.79, and more than that I had some free eShop credit. Not only that, but I’d get some money back now Nintendo have that rewards points thing. Why not, I thought.

North is a narrative discovery game, and starts with you – a refugee from the (seemingly literally on fire) South – having just made it to a city in the North. Before you can apply for asylum, you have to prove you’ve been persecuted in your own country, convert to the local religion, and be fit for work.

This plays out in the form of walking round mostly pitch black areas, writing letters to your sister who is still back in your old country, and some slight interaction with alien figures and switches. It’s important to mention the pitch black areas, because on the Switch at least (Youtube videos of other platforms suggest it’s a Switch thing), some areas are too dark to see anything. Walls, slopes and space are all just black. I missed a door for ages because it was so dark.

One of your first tasks (and the only one that requires any sort of skill or dexterity) is to work. You get a drink from a vending machine which allows you to run, then enter the mines. Here, you have three jackhammers you have to activate (and collect the stones they produce), only you die if you stay in the mines too long. You can recover health by running back to the entrance before you die.

Dying just repawns you outside the mines, but I encountered a bug in doing so: I was unable to get more drink, so was unable to run, and therefore unable to complete the mines. If you can’t complete the mines, you can’t prove you’re able to work, and so can’t progress in the game, so I was stuck. I had to restart the game. There were a few other bugs – sometimes the wrong name of a door appeared on a door, for instance – but this was a biggie.

Hardness to see and game breaking glitches aside, the game’s story was enough to keep me playing. I can’t go into details here much as almost everything is a spoiler, but when you realise why the player is being persecuted, you suddenly realise how politically charged the game is. Especially since it comes from Moscow…

For some reason, it feels a lot like Bernband only more oppressive and more lonely. It’s amateurish in the way it’s built, with unfinished rooms and what I sense are Unity assets, but it seems like that’s just the means used to tell the story. It could have been done in Twine, or Inform, or PICO-8, so I can’t really mark it poorly for that. Apart from the lighting and bugs, of course!

Having played it, I can see how the reviewers had a hard time scoring North highly. It’s like trying to assess a film using the rules of reviewing a concert. Is North a great game? No. Is it a great story? No. Is it an important story to “play”? Absolutely.

Oh, and the title music track is a lovely Vangelis-style thing so it’s almost worth it just for that.

Super Bomberman R (Switch): COMPLETED!

Superfluous R

A lot of people derided this at launch, but I know Konami have changed a lot since then. In fact, the multiplayer mode is – baffling graphics choices aside – a decent enough Bomberman game. Today, I discovered that you could change the viewing angle of the single player game with the L and R buttons and you know what? Single player is just fine now too.

Sure, the camera angle, even when fixed, is a bit odd and sometimes it’s hard to see what “level” you’re on as a result, but mostly it’s not an issue. I’d have liked it to be a touch more overhead (perhaps I missed another button combo) but it hardly caused an issue.

In fact, I completed it. And it was fun, and it wasn’t too long and you know what? It’s the only Bomberman game with a single player mode I’ve completed since the SNES/PC Engine/Mega Drive versions. Which says more than any description I could stick here would.

Obviously it isn’t perfect, but all the necessary power-ups are there, each world has gimmicks that work, the levels are pretty varied (some have “survive for” time limits, some require you to kill everything, some have you saving people), and the bosses are decent too.

Of course with a Bomberman game, the actual game is in the multiplayer modes. But Super Bomberman R’s (haha! R’s!) is a solid 3/5 on it’s own. How much has changed in the last year I don’t know, but that’s where I’d stick it now. And yes, I played the “bonus” world after completing the game too, in case you were wondering.

The Lego Ninjago Movie Video Game (Switch): COMPLETED!

They keep saying “ninjas” which is annoying because it should just be “ninja”.

I have to say, I’m a little bit disappointed with this. The Lego Ninjago Movie Video Game (yeah, that’s the name) isn’t bad at all, but there are a number of niggles that actually cause gameplay issues. Sure, there are the “usual” Lego game problems – crashes and bugs, mainly – but two things in particular are really game breaking.

The first is the strange darkness of the game. In the open, sunlit levels (like the beach) it’s fine, but as soon as it’s a bit dark or even just shadows, it’s impossible to see. A gamma slider would sort it, but there isn’t one. And when you play as Garmadon or Cole, who are both wearing black, it’s even worse.

The other problem relates to Lloyd’s “green build power”. Like the “master builder” power from the Lego Movie game, you have to stand in a certain spot, hold down a button, then move the cursor over three glowing items. The thing is, when you’re playing in split screen two player mode, sometimes you can’t physically “tag” all three items – the screen just won’t scroll to reach them. We had to have one of the two players drop out so the remaining player had use of the full screen. A bizarre bug that would absolutely come up if two player mode was actually tested – which it clearly wasn’t!

That said, these are pretty minor things and it’s generally business as usual for Lego games. There are a few changes to the formula, notably no red bricks and no “True Hero/Adventurer/Whatever”, but surprisingly these don’t change the game as much as I expected. The plot follows the film, although expands it somewhat with a load of extra sequences. For some reason all the characters get their elemental powers well before they do in the film – making the whole purpose of their journey a bit pointless – but that doesn’t really affect the game.

My daughter and I played the whole game in co-op (bar the above mentioned necessary drop-out), but as usual we’re only actually about 40% done. No doubt we’ll do some more.

Golf Story (Switch): COMPLETED!

Insensible golf

I was very much hyped for Golf Story, when it was first announced, and I leapt on it the moment it hit the eShop. Unfortunately, Stardew Valley came out just a week later so I only managed to get halfway through it. Until now.

The mantra of Golf Story seems to be that everything is golf. It’s not a full-on golfing game despite being entirely golf based, instead being a story driven adventure game. With golf. It has chatting and fetch quests (some of which involve golf). Slaying the undead (using golf), feeding birds (golf), melting frozen people (golf) and collecting ore (guess what? Golf). Golf. There’s even a mini-game which is almost a remake of the old NES Golf game, only that’s called Galf.

Then there’s the actual golf. Several varied 9 hole courses, each with gimmicks like ice, or turtles in the water you can bounce the ball off. Different clubs provide extra “powers”, such as super-high chipping, the ability to skip the ball across the water, or better control wedging out of a puddle. Despite these unorthodox abilities, Golf Story’s golf is surprisingly standard video game golf. It feels like Sensible Golf, or the old 16-bit PGA Tours, with the controls, spin and swing bars all intact. You always feel in control but a slightly mistimed button press, or a miscalculated wind adjustment and it can all go horribly wrong very quickly.

As you progress through the game, gaining access to each course, you play other NPCs in stroke and matchplay competitions. Despite each opponent being awful at golf (even the pros) mainly because of the style of play they focus on (Max Yards has no short game, the old folks from Tidy Park always play safe and have no range, etc.) somehow they remain challenging enough. Not least when your up until now foe had been hitting bunkers and trees without pause then suddenly gets a slam-dunk albatross hole-in-one due to a bizarre sequence of awry bounces and rebounds. Thankfully, they’re not unbeatable. Although the final tournament at Blue Moon Dunes was almost enough to end me.

Golf Story’s humour, unlike this upcoming pun, is above par too. Sometimes games can be a bit tryhard at making the funnies (see Undertale, to a degree), but Sidebar Games didn’t go overboard. There are pop culture references, sure, but they’re reigned in and it’s the quirky characters and their dialogue that makes it work. Coach’s constant putdowns, the TV guys interviews and inane drivel from the interviewees, and the totally out of place rap battle between the yoof thugs and the Tidy Park elderly gentlemen being some of the highlights.

It’s hard to find fault with Golf Story. There’s the odd bug (including a repeatable one where running between rooms sometimes causes you to get stuck in the “void”), some of the “find x of these things” quests are a bit tiresome as invariably one of them is impossibly well hidden or in a different area entirely, and there are the odd graphical glitches, but there’s nothing to ruin it. Or even put a visible dent in it.

Even if you’re not into golf, you can’t fore go playing Golf Story. And that was the worst pun ever, badly shoehorned in at the last minute. Sorry.

Fire Emblem Warriors (Switch): COMPLETED!

Petition to have Roy in the game incoming.

You may have seen me enthuse about a game called HYRULE WARRIORS in the past. Indeed, it’s so good that it usually needs to be written in capitals. It’s one of the best games ever made, and between the Wii U and 3DS versions, I’ve devoted over 300, probably nearer 500 hours to the cause.

Imagine that game then, only swapping out the Zeldaverse for Fire Emblem.

Ta-da! It’s Fire Emblem Warriors. And boy is it the same as HYRULE WARRIORS. You hammer the buttons. You take over forts. You get weapon drops, unlock better defence and faster gauge replenishment. You control several different heroes, swapping between them as necessary. It’s all very familiar. In fact, even some of the levels seem to have borrowed liberally from the Zelda title. I mean, the World Tree bears no resemblance to the Deku Tree and is an entirely different prospect, y’honour.

But of course there are differences. Firstly, there are a whole suite of characters I’ve never heard of. Marth, sure, but then that’s from Super Smash Bros. Chrom I recognise. Tiki, but from Tokyo Mirage Sessions #FE. Yes, I have played Fire Emblem games before but the only guy I remember is Roy and he’s not even in this. I was a little concerned getting into the game that I’d not know anyone, but it doesn’t actually matter.

Also different is the lack of Giant Monsters. Dealing with those was a core part of HYRULE WARRIORS, and – final boss aside – Fire Emblem Warriors ain’t got any. It’s a shame, but again, doesn’t really matter.

Characters can now team up, allowing you to use one as a support attacker or (if they’re controllable) can be “carried” around in case their weapon is stronger against a particular foe than your main character. You see, this game follows the Sword/Axe/Lance strength triangle of the main Fire Emblem series, so if you have a sword, bringing an axe-wielder with you can help. In fact, I generally paired Lianna (my “main”) with Lissa where possible for this purpose.

There’s more in the way of tactics here too, although it’s mainly limited to telling your allies where to go on the map and what to do. You could do this to an extent on HYRULE WARRIORS LEGENDS on the 3DS, but it’s more important here as your AI chums have no I, A or otherwise. They wander off into danger, then cry they’ve made a terrible mistake, so I have to save them and guide them away. Only to have them return. Idiots. One of the bosses is invulnerable until you’ve taken over several forts, and yet all my allies kept running over to him only to get slaughtered. Babysitting wasn’t on the box blurb.

Other than those, it’s the same game as before. It’s not quite as good, but then very little is. I’ve completed the Story mode, which was about 14 hours long, but naturally there’s a massive History (like HW’s Adventure) mode that is where the bulk of the game actually is. I expect I’ll be playing this for a long time.

At least until the Switch version of HYRULE WARRIORS comes out, anyway.

 

Blaster Master Zero (Switch): COMPLETED!

Master of Blasting

You know my post from a couple of days ago where I said I was going to concentrate on a couple of games from the Christmas Game Pile? Well, I ignored that and started – and completed – Blaster Master Zero instead.

I’d previously played the demo and quite enjoyed it, but not enough to actually buy it. However, I later learned two important things about it:

  1. It was made by the same people as Mighty Gunvolt Burst
  2. It’s a Metroidvania

So that was me sold, and as it was cheap recently, it was purchased. And it’s excellent.

You navigate your surprisingly nimble jumping tank around various areas, which in true Metroidvania style have sections you can’t reach until upgrades are found. Sometimes, you have to hop out and proceed on foot, often entering rooms where the action becomes more overhead. You can run around the main levels without your tank too, but you’re hopelessly underpowered and even a pretty short drop kills you instantly.

There are loads of bosses to contend with, most of them in these on foot areas, although they’re all very easy. Even more so once I noticed you could change your weapon style in a Mega Man sort of way. Ice baddies are no match for your flamethrower, and bosses that consist of many parts (or waves of smaller baddies) can be damaged all together with a spark attack.

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Poorly tying it all together is a crazy plot involving an android, a frog and a load of mutants, but that’s not really important. What is important, is how much fun it is upgrading your tank, reaching new parts of old levels, playing Colour In The Map, and simply exploring. I’ve beaten the end boss, but I suspect there’s more to do here since there are bits of the map as yet unvisited, a number of caves that were too dark to see in (so I left them), and the ending wasn’t as positive as perhaps it could have been.

Currently Playing, January 2017

Not Your Usual Lazy Catchup Post

As an alternative to a catchup post, here’s a catchup post. Only it’s more to declutter my game playing mind after a flurry of new games obtained over the Jesus Birthday Period. Got that? Right.

So for Christmas I got four Switch games – Splatoon 2 (which I’ve covered already), Super Bomberman R, Lego Marvel Super Heroes 2 and Fire Emblem Warriors. Because my wife is the most excellent of wives. I also got a free copy of The Lego Ninjago Movie Video Game (also for the Switch) just before Christmas thanks to some supermarket loyalty points.

In addition, I got quite a bit of eShop credit, and spent a bit of that on Gorogoa (also covered) and a game I’ve had my eye on a lot, Blaster Master Zero. I also accidentally bought the Ghostbusters and Lego Batman story packs for Lego Dimensions.

Oh, and because I had some Steam credit and because Cool Ghosts made me want them, I’ve picked up Passpartout: The Starving Artist and The Norwood Suite. Like most games they may sit unplayed until I buy the Switch version in the future instead. Ho ho.

Mainly, I’ve played Splatoon 2. I completed single player, and have reached Level 4 online.

With my daughter I’ve played quite a few matches of Super Bomberman R and I’m pleased to reveal that whatever was “wrong” with it at launch has now been fixed. Aside from the graphical style (which has never been good since they stopped using pixels), it’s Bomberman. And Bomberman is great.

I’m not actually sure I remember what the issues everyone had with the  game back when it came out now, but I’m not seeing anything now. It’s fun!

Once I finished Splatoon, I moved onto (again with my daughter) The Lego Ninjago Movie Video Game which as well as having the most ridiculous game name ever, is actually a little different to other Lego games. You have lots of fighting moves at your disposal, and instead of red bricks you have XP to obtain that levels you up giving you “powers” to unlock in a sort of skill tree. It’s early days yet (we’ve only done the first few levels), but I’m liking it a lot so far.

And finally, I’ve played a bit of Passpartout: The Starving Artist. Yes, I know I said it’d probably sit unplayed – and it might yet – but it’s quirky and silly and I love making crap art and selling it for peanuts. I mean look:

And of course, I played some more Stardew Valley, but as I posted the other day, I consider that “completed”.

Other than that, I got given a few games by @IndieGamerChick as part of #indiexmas. First up, was a game called Gunmetal Arcadia Zero. It’s by the same team as You Have to Win the Game, which I coincidentally, played, enjoyed and completed recently. This game is a lot like Zelda II and Castlevania II, and has a familiar NES feeling to it. It’s pretty good so far.

Also from her was Kid Tripp for the Switch. Yep, she (and the devs, Four Horses) gave away a Switch game! It’s a simple “forced runner”, but with lovely blown-up pixel graphics. There’s a nice rhythm to each level, albeit not a “musical” rhythm like, say, Bit Trip Runner, and it plays well. It’s just so very, very hard.

Finally, another game (also from Four Horses) is Digger Dan DX for the 3DS, a homage to Boulderdash. Judging from the number of levels, it’s huge! I’m enjoying it so far.

And that… is everything. I think! Phew, eh? For now, I’m going to try and slim this lot down to a couple of titles just to make it manageable. Ninjago will be one, and for the moment at least, Passpartout will be the other. Find out soon if I actually do this or not!

Stardew Valley (Switch): COMPLETED!

It grows on you.

In theory, Stardew Valley could go on forever. However, it gets to a stage where there’s very little left to achieve and so, fun aside, no point in carrying on. I’m not quite where I would want to stop playing just yet, but I do feel that after 120 hours (count ’em) it’s finished.

I’ve achieved most of the achievements, unlocked Qi’s casino, shipped every item, got married (to Emily), finished the Community Centre, broken into the witch’s house for the wizard, unlocked the sewer, reached the bottom of the mine, made (in total) over 4 million gold, reached level 10 in all the stats, and maximised my relationship with almost everyone 1.

So yeah, it’s completed.

Until they release the two player mode update, and then I’m back in, I expect.

Notes:

  1. bar Elliot and Sebastian – Elliot won’t talk to me, Sebastian is a misery

Splatoon 2 (Switch): COMPLETED!

Why Am I Ink

I am fully aware that the main point of Splatoon 2 is the online component. In fact, I’m sure – like I was with the first game – that the single player mode exists simply because Nintendo has a “Single Player Mode” box that needs ticking somewhere.

But – again, like the first game – the single player mode is excellent and sorely overlooked by so many. In Splatoon 2 it also acts as a fantastic tutorial for the different weapons in the main, er, online game.

It plays out across five themed worlds, with each containing 6 or so levels. They’re inventive platforming, shooting, or puzzle based challenges – up there with 3D Mario games in many respects. A number of types of enemies, giant rolling balls, car wash rollers of ink, invisible platforms, hidden items – it has it all. At the end of each world there’s a big boss battle.

Generally, I found the levels themselves more difficult than those in the original Splatoon, but the bosses were far, far easier. Which is good, actually – some were too hard before.

So it’s short, it’s fun, and it could quite easily exist as a game in its own right. But now, I think I should play online a bit.

 

Gorogoa (Switch): COMPLETED!

How d’you like them apples?

It’s pretty hard to describe Gorogoa. When I originally read a review, it sounded like a cross between The Witness and Yellow, both games I liked so it prompted me to buy it.

But it isn’t like those. Or it sort of is. Like The Witness, there are environments to manipulate to solve depth-busting puzzles. Shapes to match up, find, or merge. Sometimes you can remove a layer of a vista to create a second scene to work with, and it’s here it very much diverges from The Witness.

Like Yellow, it’s not clear how you achieve your goal, but there’s a puzzle to each chapter solved with slightly guided tapping. Beyond that, it’s not Yellow any more either.

The screenshots don’t explain or do it justice, and it’s not about when everything is in motion either. Perhaps an early example will help? OK, so there’s a bit where you have two doors, one diagonal from the other. They’re shut, and a boy needs to go in the lower one to reach the upper one.

In another scene, there’s a pair of doors in a similar layout with open doors and steps joining them. If you overlay these doors over the first set of doors, the scenes “flatten”, like layers in Photoshop, creating a way forward.

But that’s just the start. There are puzzles within puzzles within puzzles. Sometimes two vistas have separate puzzles that when solved create a solution to a joint puzzle. Which is part of another puzzle. It’s puzzles all the way down.

And it made me feel very clever. And there’s a lot to be said for games that do that.